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Tankbuster

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About Tankbuster

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    Lieutenant Colonel

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    Buckinghamshire, UK.
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    In ediscendo tempus absumeret, scribens stercore
    everytime someone launches the editor.. the spanel brothers laugh maniacally and stroke white cats

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    Every time someone launches the editor.. the Spanel brothers laugh maniacally and stroke white cats
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    http://steamcommunity.com/profiles/76561198023888634/

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  1. authtacping is a screenToWorld position that is publicvariabled by the client sending the ping.
  2. My homebrewed tactical ping has its limitations - as it's global there's only one allowed on the map at a time, but I gave up with the game's system because I found it unreliable. Anyway, where it would work best is on the artillery computer map but it doesnt show there. A decade old post came back from search, but I don't really understand displays and controls and the donated code didn't work, so I'm here again, asking for help 🙂 The ping shows on the map and UI just fine. Here's my code; _ctr1 and _atpmapip1 are the new, non working code. There's no error, apart from the _ctrl undefined from the last line of code which shows the _ctrl1 line is exitwith 'ing. /* Code written by Tankbuster */ #include "..\..\..\includes.sqf" __tky_starts scriptName "fn_showauthtacping"; private ["_atpmapip","_atpuiid"]; private _st = serverTime; private _ctrl = findDisplay 12 displayCtrl 51; _ctrl1 = ({ if !(isNull (_x displayCtrl 502)) exitWith {_x}; displayNull } forEach allDisplays) displayCtrl 500; if (((goggles player in ["G_Goggles_VR", "G_Combat_Goggles_tna_F", "G_Combat", "G_Balaclava_TI_G_tna_F","G_Balaclava_TI_G_blk_F","G_Tactical_Clear", "G_Tactical_Black"]) or shownArtilleryComputer) and ((lifeState player) in ["HEALTHY", "INJURED"])) then {// player has received a ping, has the required gear and is alive // draw ping icon on map _atpmapip = _ctrl ctrlAddEventHandler ["Draw", { _this select 0 drawIcon [ "\a3\Ui_f\data\IGUI\Cfg\TacticalPing\TacticalPingDefault_ca", // Custom images can also be used: getMissionPath "\myFolder\myIcon.paa" [0.73,0.24,0.11,1], authtacping, 64, 64, 0, "Ping", 2, 0.03, "TahomaB", "center" ]; }]; _atpmapip1 = _ctrl1 ctrlAddEventHandler ["Draw", { _this select 0 drawIcon [ "\a3\Ui_f\data\IGUI\Cfg\TacticalPing\TacticalPingDefault_ca", // Custom images can also be used: getMissionPath "\myFolder\myIcon.paa" [0.73,0.24,0.11,1], authtacping, 64, 64, 0, "Ping", 2, 0.03, "TahomaB", "center" ]; }]; // draw ping icon on game ui _atpuiid = addMissionEventHandler ["draw3D", { drawIcon3D [ "\a3\Ui_f\data\IGUI\Cfg\TacticalPing\TacticalPingDefault_ca", [0.73,0.24,0.11,1], authtacping, 1.5, 1.5, 0, "Ping", true, 0.03, "TahomaB", "center", true, 0, -0.06 ]; }]; playsound ["TacticalPing4",false]; sleep 30; removeMissionEventHandler ["draw3D", _atpuiid]; _ctrl ctrlRemoveEventHandler ["Draw", _atpmapip]; _ctr11 ctrlRemoveEventHandler ["Draw", _atpmapip1]; };
  3. Tankbuster

    points for healing in MP

    Thank you. Well done!
  4. Tankbuster

    Authority 20 player coop.

    Build 1.28.5212 New secondary mission added plus a few fixes. 5204 Fix error breaking points-for-revivers system 5205 Better cleanup of enemy assets after boat patrol mission 5206 New SM, aircrash search 5209 Tweaked and removed deprecated code and variables from recoverdeaddrop SM 5210 Fixed missing SMs from mission manager 5212 Build and publish
  5. Tankbuster

    Authority 20 player coop.

    Build 1.28.5202 A few nice features added today: The ability to drag a darter drone backpack from an inventory (like a vehicle) to the ground and assemble the darter right there. No messing with putting the backpack on your back. Also, points awarded for reviving other players. Medics get 2 points, everyone else gets 1. 5194 Statics removed before runway wreck clear SM runs 5195 Added ability to drop a drone backpack on ground from a vehicle inventory then assemble drone from it 5196 Fixed debug_endprimary destroying unarmed enemy vecs 5197 setcombatbehaviour on vls and arty gunners to try to stop them firing autonomously, particularly on airbase 5198 Improved checking of dead lift choppers when choosing prizes 5201 Added tky, serverside system for giving points to revivers 5202 Build
  6. Tankbuster

    points for healing in MP

    Both scripts launched from initserver.sqf incapacitatedplayers variable set to [] in initserver ../includes.sqf does macros and other stuff, remove it and the __tky lines if using this code // by tankbuster #include "..\includes.sqf" _myscript = "rewardreviversmanager.sqf"; __tky_starts while {true} do { sleep 4; { if (((lifestate _x) isEqualTo "INCAPACITATED") and (not (_x in incapacitatedplayers))) then { incapacitatedplayers pushBackUnique _x; [_x] execVm "server\rewardrevivers.sqf"; }; }foreach allPlayers - (entities "HeadlessClient_F"); }; __tky_ends // by tankbuster #include "..\includes.sqf" _myscript = "rewardrevivers.sqf"; __tky_starts params ["_inj"]; diag_log format ["###rr gets %1", _inj]; waitUntil {(lifeState _inj)isNotEqualTo "INCAPACITATED"}; incapacitatedplayers = incapacitatedplayers - [_inj]; sleep 0.5; if ((lifeState _inj) isEqualTo "HEALTHY") then// player is no longer incapacitated {// check if player have been revived private _nearpotentialhealers = (_inj nearEntities ["SoldierWB", 3]) select {"medicend" in (animationState _x)}; if (_nearpotentialhealers isEqualTo []) exitwith { diag_log format ["### RR thinks no-one healing nearby and quits"]; }; private _nearestpotentialhealers = [_nearpotentialhealers, [], {_inj distanceSqr _x}, "ASCEND"] call BIS_fnc_sortBy; private _actualhealer = _nearestpotentialhealers #0; _actualhealer addScore 1; if (_actualhealer getUnitTrait "MEDIC") then { _actualhealer addscore 1; }; diag_log format ["### revived!! npf %1, npf2 %2, ah %3 , score %4", _nearpotentialhealers, _nearestpotentialhealers,_actualhealer, getPlayerScores _actualhealer ]; } else { diag_log format ["### RR thinks player wasn't revived and quits"]; }; __tky_ends
  7. Tankbuster

    points for healing in MP

    It's all very odd and rather than mess with code and locality that I don't really understand despite your best efforts, for which I'm extremely grateful, I've spent the afternoon writing and testing a server side, jipsafe, respawnsafe system for awarding points to players who revive incapacitated players using lifeState and animationState. I'm testing, trying to break and improve it now.
  8. Tankbuster

    points for healing in MP

    I can't make it work reliably. Your code has worked a couple of times, then at other times, under seemingly identical circumstances, it doesn't. 😞
  9. Tankbuster

    points for healing in MP

    Thank you for doing this. Much appreciated. I know the waitUntil is a potential problem. Partial heals, healer getting killed during revive, different healers to name just a few. My plan was to get the EH and remoteexec parts working and assured before adding security and otther features. Medic gets more points for a revive, for example. I think I know what you mean, although the execution is local, every instance of each player needs to have the EH, so client 1 must have the EH and code on their entity locally and remotely. It's this bit of locality I rarely, if ever grasp. 🙂 I don't have to remove the EH from disconnects - AI don't take control, but it is something to note. Also, it's not clear, as you point out, if this EH is respawn persistent. Only one way to find out 🙂 I've actually got an animation based system in mind to do the points-for-revive thing, rather than Handleheal. Let's see how this goers first though. I'll try your code now and report back. Again, many thanks.
  10. Tankbuster

    points for healing in MP

    Right, I'm getting the active 2 hint when I heal myself, so the EH is working, sort of
  11. Tankbuster

    points for healing in MP

    Thanks for that - I've tried that before and it didn't work, but I tried it again just now to be absolutely sure and it still doesn't work. Not even getting the hints. I don't think locality is the issue. The eventhandler is added in a file called eventhandlers.sqf which runs on all clients. The other EHs added here work OK.
  12. All, Although I'm mostly retired as a mission maker, my players saw that HandleHeal is said to be fixed, so I knocked up this code. But I'm getting nothing, no hints, nothing. The EH is being added, I'm sure of that I have a script called eventhandlers.sqf that takes care of this and all the other EHs added there work. Help gratefully accepted player addEventHandler ["HandleHeal", { [] spawn { hint "handleheal active 1"; params ["_injured", "_healer", "_isMedic", "_atVehicle", "_action"]; private _damage = damage _injured; hint "handleheal active 2"; if (_injured isNotEqualTo _healer) then { waitUntil { (damage _injured isEqualTo 0) or (damage _injured isEqualTo 1) }; hint "waituntil released"; if (damage _injured isEqualTo 0) then {// give healer points [_healer,1] remoteExec ["addScore",2]; hint "giving points"; }; }; }; }];
  13. Hello all, In my mission, I have the VLS and MK45 on the destroyer offshore and I use the game artillery system on the MK45 and some scripting using reportRemoteTarget and fireAtTarget on the VLS so players can call in fire support. It works quite well and players like it. But just occasionally, the destroyer spawns too close to the enemy and both systems start firing autonomously, often doing far too much collateral damage. So I want to have these gunners only fire when I tell them to. I could move the destroyer further offshore, but it's really cool to see it there on the horizon and watching Venators launch in the distance and fly in is a lot of fun. The gunners; their combatMode is yellow by default, so I set it to blue or white. The VLS works, but the MK45 raises its gun but never fires. Anyway, combatMode changes from what I set it to. An enemy aircraft flew near the ship and they both went to red, despite not being able to engage the aircraft. CombatMode isn't the solution then. combatBehaviour is said to be able to change combatMode. By default both gunners are in AWARE, and I'm fiddling with that now, though the descriptions of the combat behaviours doesn't seem to fit with gunner roles. I'll keep trying. I also have tried setskill spotdistance zero, and that does seem to work. So far, the gunners have not started engaging targets on their own, but that might just be luck and the randomness of the mission. While I'm pounding commands into the mission, any help would be much appreciated. Tankbuster -Paul-
  14. Tankbuster

    AAF Virtual Navy Mod

    Get well soon, fella
  15. makeuavfromdroppedbackpack = player addAction ["Assemble AR-2 Darter", "_dp = getpos cursorObject; deleteVehicle cursorObject; _d = createVehicle ['B_UAV_01_F', _dp,[],0,'CAN_COLLIDE']; createvehiclecrew _d;",nil,0,true,true,"","backpackCargo cursorObject isEqualto ['B_UAV_01_backpack_F']",10,false]; Thank you guys! good work!
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